If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Hmm, I guess that could have been worded more precisely. I sometimes forget not everyone keeps as close tabs on what's happening in the Editor's Guild as I do.
To clarify, the new T1 meshes included in 2.2 are for the Constantine guards, monkeybeasts and craymen (both regular and maw versions) and not an across-the-board overhaul.

Hmm, I guess that could have been worded more precisely. I sometimes forget not everyone keeps as close tabs on what's happening in the Editor's Guild as I do.
To clarify, the new T1 meshes included in 2.2 are for the Constantine guards, monkeybeasts and craymen (both regular and maw versions) and not an across-the-board overhaul.

Bug

I found issue with the latest release of Necro Age 2.2.

The arrow traps in mission Down in the Bonehoard are not working anymore after applying this texture pack. After stepping on "tile" or opening chest nothing happens. When I remove Necro Age pack (using only TFix+sound+subtitles), everything works okay.

And one question for you voodoo (or for anybody else), that has been on my mind for quite some time. It's about ladders in game. Vertical "stakes" always looks like that they are without texture or there is a wrong UV mapping. Is this some engine related problem that can't be fixed?

Confirmed: all arrow traps in BoneHoard are disabled with TFix 1.21b + NecroAge 2.2 (IIRC, they worked with earlier combinations, e.g. TFix 1.20 + NA 2.1). Currently I have a clean install from original TG disks, TFix 1.21b with only skies, and no other texture packs installed (like EP2, NTex, HDMOD, Orgy's or Daemonite's, etc) but NecroAge 2.2 - so it's not an interference with them).

The arrow traps in mission Down in the Bonehoard are not working anymore after applying this texture pack. After stepping on "tile" or opening chest nothing happens. When I remove Necro Age pack (using only TFix+sound+subtitles), everything works okay.

The arms/sword textures were made like this on purpose. Backup your cam_mod file, open it up and delete "\packfix+mods" from the mod_path. This should work, however the sword mesh might get replaced and you don't want that.

I made a quick fix for myself which you can use if you wish https://www.dropbox.com/sh/jigdldrp1...QGEMqLH7a?dl=0
Drag and drop packfixnecro into your mods folder, backup your cam_mod ini file and replace it with the file provided. Then you should get the new arm/bow/sword textures while still having the default models with no apparent bugs. I also removed the black spot from the sword texture, but it is far from perfect since it made it in less than 5 minutes.

Back to the actual mod discussion. Will there be a newer version with the updated textures for Thief Gold? I know some textures are missing, and i would like to use this as my default pack for both the regular game and most fan missions that don't use too many custom textures.

The arrow traps in mission Down in the Bonehoard are not working anymore after applying this texture pack. After stepping on "tile" or opening chest nothing happens. When I remove Necro Age pack (using only TFix+sound+subtitles), everything works okay.

the replacement model is probably slightly larger than the original, and probably not spawning because of that. I could include the orig model in TFix and make it override the NEC model, but that is not the best way of fixing this - ideally, Necrobob should fix the model.

anyway, creating an OBJ folder in USERMODS and dropping the spear.bin model from the orig obj.crf in should also fix this.

And one question for you voodoo (or for anybody else), that has been on my mind for quite some time. It's about ladders in game. Vertical "stakes" always looks like that they are without texture or there is a wrong UV mapping. Is this some engine related problem that can't be fixed?

that is the proper fireshadow texture, almost pitch black with fiery eyes. the ladders are like that, will change the models sometime in the future. //ok, the metal ladders are fixed, but looks like the brown woody ones have no replacements that would texture the vertical bars properly. I will place a request in the thief model fixup topic.

Necroage adds very nice, attractive vegetation to Thief2 but not to Thief1/Gold. That was the main (only) reason I tried to combine it there with HDMOD; however, if I add Necroage to the mod_path it completely removes all HDMOD-related trees, bushes, grasses, etc - despite apparently having none of its own.
Why does this happen? And Necrobob, don't you plan adding some delightful flora (à la Thief2) to poor Thief Gold as well?
Of course, I can experiment with combining the two packs, but the resulting mixture is not exactly what I'd like to have.

Edit (after dozens of experiments): restarting the whole game and giving hdmod priority keeps the vegetation - but in this case Necroage loads hardly more than the loot objects (and none of the AI meshes). Can't Necroage use the same - or similar - updated plant objects in Thief Gold it uses in Thief2?

Just dropping by to say that this is a great texture overhaul! I definitely prefer the darker tone of it. Is there any plan to redo the Keeper door? It's one of the few things in the training mission that looks out of place. I took a whack at it myself, but being my first time the end result was "meh".http://i.imgur.com/6wobVmS.png

I'll try to remember the last coupla suggestions for the next update. However, at this point, it's gonna take something quite major for me to even be arsed to release another update. Something in the league of finally getting high resolution character meshes into Thief Gold, for instance. But for that, I must first find a way to stop this kind of tomfoolery:
Obviously a case of the model not fitting Thief 1/G limit planes or whatever the Dark engine model rig is called, but nothing I can find a fix for. Any thoughts, Voodoo?

Great work btw on the mod bob. With the 2.2.1 update, it made the light gem a bit brighter and when you are completely hidden, the light gem throws me off because it looks brighter then the 2.1 version. Is there anything that you can do about that?

It would be easier to tweak it to your own liking. Open the NecroAge.crf file and go to obj/txt16. Extract the CRYTEX01-17.gif images. Open them in an image editing program, edit the brightness, save, and replace.

Hey guys, is it possible to use water from HD Texture mod while using the rest of the textures from Necro Age 2.2? Thief 2 in particular. Would somebody be kind enough to say which things I would need to replace.

Water type 5 in case wondering.

Edit: Ok I think I achieved something by replacing the files from hd mod in the necroage.crf since its an archive in essence.

Any chance to do this with flames? HD Textures has more detailed flames, which would be nice to see with NecroAge.